Speciality Modding

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391 Topics 4.5k Posts
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    We’re currently using a negative power draw shield generator as a workaround, yes. It’s not elegant and a little bit unintuitive for players, as they’ll get the audio notification “Shield Destroyed” when the collision group bites the dust. Doesn’t help that a major other collision group governs the actual shield of these ships, making it so players may get confused and think they lost their actual shield when instead they lost a portion of their powercore recharge.

  • Adding arbitrary new gun classes

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    Thanks for the pointers, but we’re trying to do something entirely different! The way weapon classes are set up in the mod we’re working on unfortunately requires more than the 20 or so that Freelancer provides.

    The idea here would be to allow users of the plugin to arbitrarily add another set of class 1-10 hard-points, so you’d have [c]hp_gun_special_1-10[/c], [c]hp_turret_special_1-10[/c], and then your own [c]hp_gun_new_1-10[/c], all named and defined appropriately via an ini file!

  • Trying to understand how NPC spawning works?

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    @Ruppetthemuppet: I currently cannot display the 101 list, is this correct?

    My bad! I broke the list up into pages by category a few days ago, and in doing so broke the existing link. Here’s the new one:

    https://wiki.the-starport.net/FL Binaries/limit-breaking/

    Unfortunately the wiki search module isn’t as good as I’d hoped, so I may end up recombining it or at least consider new/clearer categories for the offsets here.

  • Subtitles Revisited [BETA]

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    @NightWinder21 check your screen resolution. Glitches happens when subtitles plugin tries to render something outside the screen

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  • Enabling Undock Chatter in MP?

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    Thanks for looking into this! Passing this on from Laz on Discord, who’s not been able to post here due to technical issues:

    server.dll 173DA 74->EB

    This seems to reenable it without affecting NPCs. Testing around for a few minutes and poking at the code I don’t see any side-effects.

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  • Help with a mission script

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    Not bad server-side idea after 10y still… 🔨

    mpnewcharacter.fl

    :

    ... [StoryInfo] Mission = GenericMission, \missions\tutorial\tutorial.ini ;<< -- ex. restart templates by popup dialogs YES_NO_LATER MissionNum = 0 delta_worth = -1 debug = true [StoryInfo] ship_bought = false Mission = Mission_13 ;<<-- ex. motd window + wingman using npc around (but do not spawn anything = will broke all ) MissionNum = 0 delta_worth = -1.000000 debug = 0
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    Reminds me when I tried to figure out the data structure of another game’s save-game files and after staring at it for an hour suddenly saw it all fall together and could write a program for it.

    Anyway, I’ll go and add those information to the Wiki as well.

  • Accessing Part Transform of CMP at runtime

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    Laz wrote:
    I have encountered issues with this before if the path is invalid, it will not start. Check that the path set in the registry is correct.

    Just confirmed that UTFXML.exe will crash without the correct FL install path in the registry:

    Exception code: 0xc0000005 Fault offset: 0x00000000 Faulting process ID: 0x2848

    Setting Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Microsoft Games\Freelancer\1.0\AppPath resolves it.

  • Persistent Destructible Universe

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    @adoxa Interesting Server-Side Effect with PersistentDestructibles at Client-Side

    [Object]

    Archetype = bruh ; <-- absent archetype at SolarArch.ini

    But side-effect is… when you go from this system by jumphole or jumpgate and then go back - the station appeared again.

    Seems to be plugin does not send packets when the player comes from the other system

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    I am assuming that this was a single player only patch. I took a bit of a dig around DirectPlay, but couldn’t find anything at a glance.

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    Dromedary wrote:
    FL Explorer is the easiest way of doing paths. You just need to be very very careful when doing them, especially with path numbers which must be consecutive. There’s a lot of editing after doing them with Explorer. If you’re careful, no issues

    Back in time when i’ve a done a mod, i used FL Explorer to do paths. It makes it much more easier, copy/paste the ini text generated in the actual system i wanted to edit.

    Those paths, tricky as hell, isn’t it!

  • Removing ammo after death

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    [dump_cargo]
    at_t = 0.0000
    orig_hardpoint = hpMount

    File: fx/fuse.ini
    Need to create new fuse and add it to the ship.

    It helped me

    Sorry my bad English

    Example in fx/fuse.ini death_comm

  • Random Undocking Point?

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    @adoxa: I just confirmed this: after commenting out moors.dll I undocked from Ames dock 1 30 times in a row. After removing the comment, I got an immediate undock from dock 4. Thanks!

  • The big .thn/.lua research thread

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    Just jumping back to answer my own question for reference! Callum in the Librelancer Discord server kindly provided a structure that lightprops in thorn scenes seems to follow. It can be found here:

    https://docs.microsoft.com/en-us/windows/win32/direct3d9/d3dlight9

  • Advanced Widescreen HUD

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    Thanks Whiskas for your effort. My bad, I didn’t look into the old posts earlier, I found that adoxa already solved this back in 2010.

    EDIT: indexed to wiki. I also saw that Ruppetthemuppet indexed adoxa’s recent finds, as well as Schmackbolzens third max fps offset, nice work.

  • MultiUniverse

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